197,434 Commits over 4,110 Days - 2.00cph!
Added texture loading, mipmap creation and texture compression in native code (thread safe)
Pass C++11 flag in dependants' premake scripts
CmdSetTag now stores the tag delta change value in the tag when changing values
Added floating capture point text to capture point tile topper, when capturing
Hopefully fixed TribeActivityTriggerSettings
TribeMemberActivityTrigger changes
Testing : Blackboard.Write always writes entity type keys to the generic entity key, as well as type specific keys
Fixed depositing to campfire via player command not working
Only conditions with no blackboard writes are flagged as cachable
MachineProcessCanProcessEntitySettings uses Blackboard.Entity key, not item
Viewmodel source update to latest rig
Added DataAsset.IsGameValid bool
Added recent crimes. These are crimes that have not been reported / observed yet
Added Options.proto file and updated proto buf builder batch file
Unit input events (hover etc) are now disabled during the match outcome screen
Let's actually invoke the value change event when we change the value of a ranged stat
MACapture now sets initial value of total points avaialble during it's init
Removed the SetTag command from Capture definition that was fucking the firs round
UIControlModeupdater now displays initial value
Fixed InteractionTriggerSettings
MatchModeUI can now have mode specific updaters
Capture match action now caches tiles with capture points.
Capture mode UI now updates with values (first round bugged)
A crime can happen at multiple locations
stat current value change event now correctly invoked once the value has been set, and not before
Eye shape should work with sleeping now
made emotions get passed to eye mat propertly block if not null
Scene2Prefab for loading screen
MatchMode UI now pulls info from client match definition. Placeholder icons.
Started working on something to handle sending player data when needed, but going to do it a different way. Committing this in case I ever need it back.
Added ClientMatchDefinitionSO for configuring client side game mode UI and info
AttackAreaLine can now be flagged to include up/down tiles but still check LOS
Grabber can now attack across multiple levels, as long as it has LOS to target
Reverting accidentally commited ProjectSettings
Set tile fall match action settings in Deathmatch definition
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Units are now assigned a number key 1-8 in order of unit bar appearance that can be used to select the unit
Clicking a unit bar triggers the unit click event
Fixed shops, which I broke earlier. :(
Mouse on mission info screen
Fixing up several things with delivery missions and items
tweak UI position/ canvas group stuff/ anim
setup button for unit healthbar
Function for getting unique list of supported resolutions, ordered highest first
map editor menu button is now set EDITOR ONLY
added Options menu button
added a modified copy of the player profile screen as a starting point for options screen